Better idea: when you use a defensive cooldown such as pain suppression, you lose 45% of your health but in turn you gain 45% damage reduction.
Or when you use desperate prayer, you gain 100% damage increase for 6 seconds.

Notable spells that are stupidly designed/don't have drawbacks according to rule 1:
- Berserker Rage

Berserker Rage does have a drawback, if you use it and it's on CD you don't have a reliable way to use Enraged Regeneration, since it consume an Enrage effect (and Berserker Rage is the only ability that an Arms Warrior would have which would consume it).

And reck, its a perfect design because you can actually punish teams for being aggressive, which is something you could do position wise in BC but with all these immunitys the game has gotten away from positional management.

Lawson, on 18 February 2011 - 06:52 AM, said:

where was everyone else tonight? 3 hours of No q's followed by 3 hours of getting farmed by Adept?

there are lots of ways to fine/tune abilities like this, but its a good rule of thumb

i like the combat readiness idea but snice CR and CoS share cd's it would make CR even more unatractive to use while fighting a caster and a melee classes at once in arena, and if u added a energy reduction to CoS it would ruin it's offensive use in duels/arena. But i would love to see some drawbacks to poping defensive cd's to put out more pressure.

I feel like this is a problem for ferals specifically, with berserk it's easier to get combo points for instant clone quicker. this means that during their biggest damage cd, they can instant cc more rather than less.